• Title/Summary/Keyword: Interactive elements

Search Result 239, Processing Time 0.022 seconds

A Study on the Interactive Web 3D (인터랙티브(Interactive) 웹 3D 연구)

  • 오병근
    • Archives of design research
    • /
    • v.14 no.3
    • /
    • pp.117-125
    • /
    • 2001
  • The 2D based-web contents are limited to implement interactive elements for the users even though the contents are offered in various styles. Using the mouse and keyboards users chose any web contents for themselves beyond the limitation of time and space. They want more interactive style as they become familiar with convenience of web contents. The 3 dimensional web contents integrated with interactive technologies are one of the ways for them There are many researches and commercialization of the interactive web 30 for the past years because it has a lot of user benefits in terms of immersion, realistic expression, and interactivity. It has two types of implementation; one is for 3D polygon based objects, the other is for virtual worlds. This research is focus of on the concept of web interactive 3D, the technical aspects, design elements, and the proposal of navigation methods for the purpose of creating new type of web interactive contents.

  • PDF

A Study on the Interaction Elements and Emotional Design of Art Museum Applications: Focusing on Application Art Keys (미술관 애플리케이션의 인터랙션 요소 및 감성디자인에 관한 연구: 애플리케이션 아트키를 중심으로)

  • Hu, Chen Yuan;An, Byung Jin;Lee, Byoung Gook
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.5
    • /
    • pp.727-735
    • /
    • 2021
  • The purpose of this study is to evaluate visual arts in interactive technology in art museum applications and to analyze the impact relationship between interactive technology and the five senses. This study was conducted to survey respondents who had used art museum applications. The results are as follows. First, this study evaluates the differences in perception of art museum applications according to the general characteristics of the respondents. They show that there are differences in gender, marital status, age, and social income. Second, this study identifies the impact of five senses and synesthesia on interaction design among emotional design elements. They reveal that visual, auditory, tactile components, and synesthesia have significant effects on interactive design. This study reveals that emotional design elements of art museum applications affect interaction design. Also, it suggests that research on interaction design reflecting five senses is continuously needed to improve audience satisfaction and revitalize art museum applications.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.80-85
    • /
    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

Case Study for Interactive Artwork Based on Monophony and Polyphony by Mikhail Bakhtin (인터랙티브 예술 작품에서 바흐친의 단성성과 다성성 사례 연구)

  • Oh, Je-ho
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.8
    • /
    • pp.191-199
    • /
    • 2022
  • This paper proposes a new aesthetic methodology analyzing the objectives and activity of audience members through the application of the concept of monophony and polyphony to interactive artwork. Monophony and polyphony were new methods for analyzing the voices of speakers in literature as Mikhail Bakhtin, a Russian aesthetic theorist, proposed. This paper proposes a new methodology for analyzing structure and the elements of monophony and polyphony in interactive artwork based on previous studies. Through this new methodology, I have analyzed a total of 9 interactive artworks. As a result, I have found detailed elements of monophony and polyphony in those artworks. This paper also proposes new findings: non-controlled types and controlled types appeared in the interactive artwork under the concept of polyphony. Through these new findings, artists and researchers can apply objectives and activities in interactive artwork through the participation of audience members, thereby leading to new aesthetics in interactive artwork.

수용자의 상호작용성과 제품관여도에 따른 양방향 TV광고 효과

  • Yang, Yeong-Jong
    • Proceedings of the Korea Society for Industrial Systems Conference
    • /
    • 2008.10b
    • /
    • pp.235-245
    • /
    • 2008
  • The interactive advertisement is already on satellite and cable broadcasting hereafter the introduction of this system is concerned on terrestrial programs. This study is to research the effectiveness of interactive TV advertising focusing on factors of involvement and interaction. Study started for the effect measurement of interactive television advertisement. Interactive television advertisement has different concept than existing television advertisement. Thus, the effect also needs to examine in other methods. Study is mainly focusing on the characteristics of interactive and the experiments, which was based on existing data, for measurement of effect. In the experiments, the characteristics were categorized in a search time, a number of searched pages about interactive television advertisement. The research finds that the involvement of the audience increases when the interaction of advertising attitude, brand attitude, and purchase intentions also increases. And so, a successful interactive TV advertisement results in longer searching hours and greater it visits by the audience when the interaction factors are considered and increased. By study of consumer's characteristics and behavior, a new method of the effect measurement for interactive television advertisement is provided. The new method includes not only existing measurement elements of television advertisement which are attitude on advertising and brand, and customers' purpose, but also the features of interactive television advertisement, which are search time, a number of searched pages. Recently added features provides data of the effect on high/low groups and it contributes to the process of interactive television advertisement. Study on interactive television advertisement will be helpful to plan an effective strategy by suggesting the theoretical evidence of its effect.

  • PDF

Implementation of real time VJing responding to user's motion

  • Jung, Haehyun;Kim, Hyunggi
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.7 no.2
    • /
    • pp.41-50
    • /
    • 2015
  • As various media have developed in modern society, frequency of use of interactive media has increased which makes interactive function that uses and handles projection mapping and LED screen in set design of broadcasting, concert, play, musical and EDM(Electronic dance music) in real time possible. Development of various media led today's viewers to have higher cultural desire and the need of various interactive performance contents to receive more attention.[1]. This thesis implemented real time VJing that responds to user's motion based on existing H/W by utilizing real time interactive elements.

A Comparative Study on the Characteristics of Interactivity between Virtual Reality (VR) and Interactive Cinema

  • Jeong, Da-Hee
    • Journal of Multimedia Information System
    • /
    • v.8 no.3
    • /
    • pp.167-174
    • /
    • 2021
  • This paper compares VR cinema with interactive cinema from an interactive perspective to examine cinemas as a new medium. Rather than revealing the difference through this, the focus is on presenting a methodology that understands the cinema in a new environment that is now standing at the starting point. The development of video technology is changing not only the external elements of content but also the internal storytelling method, but the lack of killer content has always been pointed out as a problem compared to the remarkable development of technology. Therefore, it is necessary to specify the characteristics and types of interactions represented by VR (virtual reality) and new media represented by interactive media and to present directions. Therefore, the types and characteristics of interactions were compared with VR film produced in line with the new phenomenon and interactive film . Through this, we would like to present the meaning and value of the new film format from a media perspective.

A Study on the Freedom of Open World Games : Focus on <The Legend of Zelda: Tears of the Kingdom>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.13 no.3
    • /
    • pp.253-258
    • /
    • 2024
  • This paper explores the factors influencing the degree of freedom in open-world games, taking <The Legend of Zelda: Tears of the Kingdom> as a case study, it is carefully analyzed in comparison to similar well-known games such as <Genshin>,<Elden Ring>, and <Far Cry>. It also analyzes how the player skill system and its synergy with the combination of interactive elements can effectively enhance the freedom of the game. The results show that the diversity of player skill systems not only significantly enhances the in-game strategy and depth of exploration, but also the rich combination of interactive elements further enhances players' tactical flexibility. This paper also points out that simply expanding the map size while neglecting the content richness and balance of quest design can have negative impacts on the game. This study aims to provide game developers with insights that emphasize the application of skill diversity and interactive elements to improve players' gameplay freedom and overall experience.

Elements of Interactive Storytelling in Alternate Reality Game (대체현실게임에서 사용자 참여 생성의 스토리텔링의 요소)

  • Kim, Maeng-Ha;Kim, Eun-Ji
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.8
    • /
    • pp.105-113
    • /
    • 2012
  • With the help of information technology, the web 2.0 gives people the environment where they share informations and a means of expressing ideas. The power of web affects interactive storytelling for Alternate Reality Game (ARG). There are less theoretical approaches and practices about ARG in Korea and to understand ARG into a deeper sense shall contribute to the development of domestic culture and its contents. In order to realize this, first we will explore the general idea about ARG. Second, know its elements in Interactive storytelling and finally, analyze the examples.

A Study on the Interactive Television Advertisement's Effect through the Involvement of and Interaction with Audience (수용자의 상호작용성과 제품관여도에 따른 양방향 TV광고 효과)

  • Yang, Young-Jong
    • Journal of Digital Convergence
    • /
    • v.6 no.4
    • /
    • pp.63-71
    • /
    • 2008
  • This study researches the effectiveness of interactive TV advertising focusing on the factors of audience involvement and interaction. The study began with the effective measurement of interactive television advertisements. Interactive television advertisements have different concepts than existing television advertisements. This study mainly focuses on the characteristics of audience interaction and experiments based on the data of 78 persons for measurement. In the experiments, the characteristics were categorized according to search time, specifically the number of searched pages about interactive television advertisement. Hypothesis 1 reveals that the interaction of the audience increases when the advertising attitude, brand attitude, and purchase intentions also increase. Hypothesis 2 finds that the involvement of the audience increases when the advertising attitude, brand attitude, and purchase intentions also increase. By studying these consumer characteristics and behavior, a new method of effective measurement for interactive television advertisement is uncovered. The new method includes not only existing measurement elements of television advertisement which include attitude about advertising and brand, and customer purpose, but also the features of interactive television advertisement like customer search time. According to this research on interactive television advertisement, the interaction with and involvement of the audience are highly influential variables.

  • PDF